#blueprint

402296 messages ยท Page 910 of 403

fiery glen
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There was an actor pooling plugin iirc

sudden zephyr
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Is there a material tessellation plugin I wonder?

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Cuuuz.. Epic... ๐Ÿ˜‘

digital needle
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guys i need some guidance im new in blueprints
im trying to add the contents of my enum list over to a variable but its not letting me create more indexes after 0

stray halo
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i feel like im going crazy ๐Ÿ˜‚

sudden zephyr
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Because it's the same name. The dictionary does not allow key of same value.

icy dragon
sudden zephyr
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So just put AOIDNOADNW instead of 0 and add a new entry

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Cause now I'd have to redo lots of stuff with a new system when I have things that already work perfectly fine as is. For instance. ยฏ_(ใƒ„)_/ยฏ

icy dragon
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Not reliable, not cross platform, what's to like from DirectX tessellation?

digital needle
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i dont get it

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so i dont use index of 0?

icy dragon
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The fact that people simping over DX tessellation is baffling

digital needle
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ok ig that works

sudden zephyr
digital needle
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ok

sudden zephyr
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It's a PITA I know but oh well. xD

digital needle
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well good to know lol

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thats pretty good ig

sudden zephyr
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I'd reverse tho. I mean... Lower numbers should imo be for lower quality rather then reverse. Just a suggestion. ยฏ_(ใƒ„)_/ยฏ

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Or use something more contextual? Like an ENUM that has very low/low/med/high etc....

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Basically it's a practice where you try avoid numbers like that as much as possible for weeks down the line where you'd be like, number 0? WTF dat do? xD

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Does data table only have rows and columns as lookups? Don't remember tbh.

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Is there any possible way to import skeleton without having a mesh on it?

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It drives me nuts. xD

desert juniper
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I'm trying to attach a projectile to a character by attaching a static mesh component to the character
How can I set the relative transform of the component to be at the hit point of a hitresult?

zinc wharf
desert juniper
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thank you

lusty epoch
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I'm trying to change a variable inside a widget using these, but it doesnt seem to work, any solution?(Inside a child actor BP) . I could get the right numbers with print screen, which means the variable is changed to what's inside the data table, right?

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I could get the right numbers inside the widget function

maiden wadi
# lusty epoch I'm trying to change a variable inside a widget using these, but it doesnt seem ...

I'm not sure what you're specifically trying to do here. But I would strongly advise to change from setting a bunch of loose variables in another class. This stuff gets messy fast. Also, UMG bindings outside of the Tooltip one are terrible, even widget's EventTick is better to use. You shouldn't need to do anything except send a DataTableRowHandle struct to the widget in the form of an initialize function. RowHandle can have your table and rowname, you can pull the data from it and directly set the widget's view all in the init function and now the only thing this other class's beginplay references is one single function instead of a bunch of loose variables. This is important because if you ever want to use this widget somewhere else for similar purpose, you would have to come back here and copy all of this. When instead, you could just call that single function again for easy reuse. Always best to keep class functionality contained to the class itself with as little reference as possible in other classes.

wary rose
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looking for some help. I have an actorBP with 2 collisions (2 components) on it. A small Box collision that triggers an event (BLUE) and a larger Sphere collision that toggles the actorBP visibility when the player is close enough and hides the ActorBP when the player leaves the sphere. I'm using many instances of the actorBP, so I have the visibility toggle toggle set up on the actorBP and the Event trigger on the Level Blueprint. But I want to trigger the event from the level blueprint only when the player crosses the box(BLUE) collision. Currently, the event and visibility toggle are happending at the same time because the Level blueprint is set of OnActorBeginOverlap, which doesn't specifically call for the small BOX overlap. Tips on calling the component overlap from the ActorBP in the level BP?

brave oasis
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Is there a way to change just one key or just one value inside a map? Without dissasambling-reassambling it.

maiden wadi
maiden wadi
tidal marlin
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Can i recive events on key in too many events in blueprint. So, for example, i recive ones in controller and in character.

brave oasis
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easy macro for changing just the key without touching the value. ordering will get messed up though. to restore the ordering would be too slow an operation in blueprints.

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or impossible, cause there's no CreateMap node which just maps two arrays

lime wagon
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What data structure would you recommend for storing a 2D color palette that you index into with 2 state variables?

I was thinking a Material Parameter Collection (indexed like an array), or a 2D texture (indexed UV coordinates).

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The colors are to be used in Material Graphs

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less than 256 x 256

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Cool, thanks. Where will you calculate the UV coordinate to sample from?

It's going to be a function of the width/height of the texture, with some multiplication of the state offsets.

Can you do this in the Material Graph, or does it have to happen in BP, which hands off the sampled color to the Material?

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Lovely, that sounds ideal. Could you link me to a graph example showing the required nodes?

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I've tried searching, but couldn't find an example.

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Indeed. Which node in a Material Graph will give you the dimensions of the texture? i.e. N

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Yes, I'd imagine that UE stores the dimensions of a statically imported texture as part of its data structure. Therefore a lookup on it should be trivial.

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These specific details are why I'm asking for a best-practices approach. Color palette sampling seems like something that must be done very often, but I can't find a graph example anywhere.

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Okay, that's interesting. Where do people store color palettes to sample from then?

silk parrot
trim matrix
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Hello everyone, how to send data from the EventGraph to the AnimGraph? I'm trying to load quaternions from a file and generate some movement in real time based on those quaternions and by manipulating the bones of a skeletal mesh. By real time I mean the animation should be created after the application is packaged.

serene tundra
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is there a way to see which controllers are connected to the game/ue5 ?

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im unable to connect any gamepad tp ue5 / or get any feedback taht a controller is connected

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it looks like it should work out of the box

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but i cant get any controller working

serene tundra
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i can use the gamepad for navigating through ue5editor but it doesnt work ingame

gentle urchin
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Have you mapped the inputs?

serene tundra
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no

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but im using gamepad trigger etc

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events

gentle urchin
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Are you sure its the right events ?

serene tundra
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ill try an actionmappinmg

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yes im using multiple

gentle urchin
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Also, pro tip,

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I learned this after 4 years ๐Ÿ˜‚

serene tundra
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also trying to simulate forcefeedback doesnt work

gentle urchin
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If you click the keyboard on the left side of the input mapping, you can simply press the button

serene tundra
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when u click play on the blueprint it it should already work

gentle urchin
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In case you didnt know

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Do the blueprint have input enabled aswell?

serene tundra
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when i try to do this with keyboard mouse it works

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it doesnt work with gamepad keys

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only xbox controllers are wokring or smthing ?

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trying lyra startergame, it should have working controllers +settings

gentle urchin
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Probably not any controller

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I would guess

serene tundra
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it doesnt work in lyra. not in editor at least

icy dragon
fluid shuttle
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unreal is not saving my level blueprint when i save the project...any ideas?

serene tundra
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i have a ps4,xbox and steamcontroller

icy dragon
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Literally just interpreting DShock4/DSense's input into XInput

serene tundra
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ill try

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rly bad there is nothing like a controllerlist or a notifcation when u plugin something

icy dragon
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Easier said than done, really
There is RawInput plugin, but you have to read data from it, and it'll involve some C++ work

serene tundra
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im able to do c++ i even did directx+directinput programming but not in ue4

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but is something that should work out of the box and if it doesnt there should be more help

gentle urchin
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My xbox controller works out of the box

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Steamcontroller aswell

serene tundra
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๐Ÿ˜ฆ

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ds4 doesnt change anything

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thx for help

icy dragon
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DS4 controller does require PS4 SDK to be used to its full extent

fluid shuttle
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hi, may i ask my level blueprint is not saving with the level...any ideas?

icy dragon
fluid shuttle
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okay, lol. but shouldn't it?

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okie dokie...thanks

serene tundra
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in gamecontroller settings the buttons work when i click them

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using xbox360ce for it

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but when i use an existing profile, iused before

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it doesnt work

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it doesnt show even keypresses

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so it defnetly not an unrealeninge problem ๐Ÿ˜„ ๐Ÿ˜ฆ

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thx for help

somber quail
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yo i have a weird question so
say arrays in unreal engine how much can it store in bytes like mega bytes and stuff

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because the variable i have in this array is apparently 27.6 kb

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tho im not sure if im looking at the right thing

gentle urchin
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You're not wrong. That is a weird question

somber quail
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nvm

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i sorta found something els

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to fix my original problem

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but i came across another problem

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so

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im adding something

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to an array

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a variable

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in that variable

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there is amount of it

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so

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say

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im adding a sword variable to an array

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that sword has another variable of say 5

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that is the amount

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when i add the sword to the array

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i want it to read that there is 5

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then add it 5 times

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how do i go around doing that

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the way i have done it

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is a for loop
first index being 1
last index being the amount there is

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so it just loops it

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the right amount

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that doesnt seem to be working

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because when i try to get the sword out of this array

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i can only grab one

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not 5

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nvm fixed it

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it was just when i grabbed this so called sword i was deleting it from the array it came from

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but i was using a delete item

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and not index

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found out it doesn't delete that specific item it deletes all variables with the same data

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pretty much deletes duplicates

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ight all of you can ignore my collage essay about arrays

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fixed it

serene tundra
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i can now create actionmappings via the projectsettings using my controller

blazing temple
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Is it just me or when i select multiple SM objects in BP and I drag them, they all drag at different speed? Every extra object I select to drag, drags by 10x less distance.

serene tundra
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but it still doesnt work in the playercontrolelr class. neither does play they forcefeedback in the editor

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i added a actionmapping for a keyboard key

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and it works

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and now it also works for gamecontroller. thx for help

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forcefeedback still doesnt work

wise tide
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I am making a level struct to contain each levels name, description and the level itself. That way I can pick a random struct from the data table and load the associated level.

I do the same for gamemodes, by having a class reference for my gamemode, but I don't see an option to have a level class reference as a field in my struct.

Am I missing something?

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so what would be the proper way to store a level in a struct so I can tell the server to load that specific level?

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I see, so I would store the name of the level to open with open level as opposed to storing its "class" or w/e

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Also is there any point storing the gamemode class? I have 2 data tables, one with all the gamemodes (and associated information) and one with all the levels (and associated information, such as the gamemode they are related to).

Seeing as opening the level brings the gamemode with it, I don't think I need to have the gamemode classes stored. But I could be wrong

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I see, I plan on having it as a one to many relationship where 1 gamemode can have multiple levels but a level can only have 1 gamemode. As I would want to completely change the map depending on gamemode (seems easier to make a separate level for it)

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Yeah that makes sense. In my game the gamemodes are so different that I wouldn't realistically be able to put it all on one level. For example the beach level will need a different one for the racing gamemode, hide and seek gamemode as I would have the level built differently (race gamemode more linear with traps, hide and seek being smaller with more places to hide)

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Thanks for the help

serene tundra
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i got some kind of vibration now, by start unreal editor over steam and using steam controller

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it doesnt work with the ps4 though

obtuse herald
serene tundra
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it doesnt work with ps4

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but! u can use big picture mode where u can configurate ur controller better

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and with that it directly works also with a ps4 controller

desert folio
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I'm using a spring arm to make a model viewer using mouseX and mouse Y to control camera pitch and yaw. i want to prevent movement if the camera collides with anything. can anybody tell me how i should go about it?

serene tundra
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set phyic materials for collisions

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and maybe add a invisible sphere around the camera which also uses collision

rotund marlin
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is it possible to make a discord bot read messages in discord, then sending it as a function into the 'a' specific game server in-game to spawn for example an actor

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so if my fellow friends decided to make my day a nightmare and wanted to spawn 53 of my ai ontop of me out of nowhere thru discord, is that possible somehow? thru bp only.

icy dragon
spark steppe
obtuse herald
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You can also write your own http node in cpp, shouldn't be too hard.

serene tundra
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ds4 didnt work for me

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im all set now. just starting unrealeditor via steam big picute solves any problems

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even some wired cheap controllers work this way including force feedback

nimble oyster
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Hi Guy I have problem in Health System also pardon me for my bad english and i also noob in unreal
player health is 100 and I have two Orbs
Red orb is damage and make player 15 Damage and Green orb is healing and make player 10 health
problem is when i use one red health become 85 and if i take two green orb health becom 105
I bluprint full health but 105 is problem
any one can help?

jagged stone
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Is there a nicer way to make this so that I don't do all this copy and pasting?

obtuse herald
serene bramble
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I tried to import a character but it won't stand normal ๐Ÿค”

nimble oyster
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Is it necessary use two variables float for health?
I saw people using health float and max health float
why?

gentle urchin
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How else do you know what max is

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but nothing's stopping you from using a single bool/byte/float/int as health

nimble oyster
nimble oyster
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maybe i am wrong for using just one float

tawdry surge
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After you change the value you lose the default
How do you know what max is?

gentle urchin
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you could read out class default

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but that's pretty meh

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and its not very flexible

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like, if you wanna add some "gain more max health" feature

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which many games do have

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One could also ask, why wouldnt you add another float for some flexibility down the road ? ๐Ÿ˜›

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Its not like there's any memory issue to care about

nimble oyster
wise tide
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I have a base gamemode with functionality all my gamemodes need and I create a child of it for gamemode specific functionality.

Can I not do the same for Levels?

gentle urchin
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It appears you've found the answer for it

abstract notch
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Hey there I need help, I am trying to make an character play animations and then go back to using its animation blueprint after the sequence is done. I also am trying to figure out how to make it not do the animation sequence at all if certain conditions are met

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I don't want this AI to go through the vent and play the vent animations if the door is closed

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however I don't exactly know how to add that in as an "if vent is closed just don't play the animation and teleport"

wise tide
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New to UE but couldn't you just add a bool for the vent being closed and the functionality only works if the vent bool is true/false using a branch node

abstract notch
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I guess so

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let me try that out and see how it works

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Alright

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I am new to Blueprints as well

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I am just so used to ark modding and I never have made the AI advanced enough to actually go through vents or open doors and I want to start making them more interactive with the envoirment

zinc flicker
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This works without showing "Access None" but is that a good way to make the Blueprint or is there a better way?

Effect: When changing a clothing a dissolve effect is played

I tried to find some information on google, but they mostly shove in a "is valid" to get rid of the error, and i don't think that's a good way to solve it.

tight schooner
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You could do the Create and the Set Param with ForLoop macros but either way it kinda sucks

gentle urchin
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I'd say save it as variables, but if its just before destroying them, then it doesnt make much sense ๐Ÿ˜›

tight schooner
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Scrutinizing your screenshot, I'm not sure why there's a sequence node... It would re-create a bunch of dynamic material instances

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As it fires each exec line in the sequence

gentle urchin
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I would think they are different?

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for each slot

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cant tell since the name of the material is to long

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if they are the same, then you're right

tight schooner
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I mean some nodes have multiple exec wires plugged into it. The one with element index 3 would get called 4 times

gentle urchin
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That part i didnt even notice lol! You're right x)

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10 materials made for 4 slots

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and play from start on the timeline called 4 times in the very same frame (not that it matters)

tight schooner
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But yeah if you're having trouble with Accessed None errors, you can save each dynamic material instance into an array, and on the timeline update, plug the array into a ForEachLoop

zinc flicker
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There are 4 Different materials for the Clothing's for different INDEX slots.

tight schooner
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... And then in loop body, update the scalar parameter

cyan bone
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I have this red legionaire texture material that i use as a sprite.
I need to create different colors of this material for all different players.
So P1 will have red legionaire. P2 will have blue legionaires.
What is the most economical way to do this? Creating material instance and change the tint, results in also changing the color of the skin to a more blueish tone.
So what can i do to change the color of only the clothes and the shield?
Use texture mask? Or there is a better way?

zinc flicker
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I just realised the sequence is total unnecessary, i had that before since i used 4 timelines and 4 set scalar parameter for each material instance.

Since i tryed to figure out how to get a round the access none.

tight schooner
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Have a second mask texture then set up the material (material graph) to change the color according to the mask, leaving the skin unaffected. Just a top of head solution. #graphics would know more @cyan bone

sleek lance
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Hi guys, I'm very new to Unreal Engine and have an issue that I've been trying to solve for hours. I was wondering if anyone could help?
I have a zone in my game that deals damages over time. The thing is, even when the player's health reaches 0 and therefore dies, they keep taking damages (which is annoying because the death voiceline keeps repeating itself).
Here's the blueprint of my damage zone.

gentle urchin
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Nothing's more annyoing than repeating voices lol

sleek lance
gentle urchin
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in the char

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EventAnyDamage

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check if the player is dead before doing anything

vale pine
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Do people typically use Projectile Movement for (non-hitscan) bullets?
Or is that kind of overkill?

sleek lance
gentle urchin
proper vale
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Hi, Guys!
Is anybody knowั‹ why custom Frame Range of Movie Render Queue doesn't work in packaged game?

I'm trying to render level sequence in packaged game using MRQ, and in Editor Frame Range works perfectly, but when I packaged the game, MRQ set Frame Range as length of Level Sequence instead of my custom Frame Range.

Frame range also doesn't work via MRQ preset. I set custom frame range inside preset, but in packaged game it doesn't work and set frame range equal level sequence frame range which I rendered

gentle urchin
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Stuffed into functions. Can make later troubleshooting/Adjustments easier

sleek lance
gentle urchin
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its the same answer in a different representation

sleek lance
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ok because now my character bp is this

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and it still doesn't work, idk why

gentle urchin
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because death

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is a one time event

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which should happen the single time health <= 0

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so Death should be on the top part ๐Ÿ™‚

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by checking if the resulting health is <= 0

sleek lance
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what is your alive function?

gentle urchin
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exactly what i had in the first screenshot , just collapsed in a function

cobalt gulch
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Why does this break hit event not seem to work?

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It should detect if it's the bear trap with a line trace

gentle urchin
sleek lance
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ok uh dumb question again but why is my function like this?

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and not like yours

gentle urchin
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in the details panel, mark it as pure

sleek lance
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omg finally everything works ๐Ÿ˜ญ

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thank you so much!!

restive anvil
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Do timelines work for you guys in UE5?

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All my timeline components refuse to open and I can't create a node from the context menu

elfin wolf
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yah they do

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thats a weird issue

fallen abyss
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This is suppose to change the texture on my gun but it doesnt change, I get the option in the editor to change it but the texture doesnt change.

modest monolith
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Why do I pass through a mesh even though I've set the collision to block all ? lol wtf

mental trellis
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Is the collision component the root component?

modest monolith
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Bah

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my mesh is set to block all

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boh

light nova
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Is on collision?

tight schooner
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There's a thousand things that could go wrong with collision

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Does the mesh even have collision?

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Does the thing it's colliding with have collision

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Etc

light nova
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how can i make the beam also move towards the target up and down not just straight ahead

modest monolith
modest monolith
haughty spade
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Having some issues possessing a pawn. When I do (with my player controller), the location of the pawn is teleported to 0,0,0

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Anyone know how to avoid that?

hallow gate
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Get the current location you want it to be in and set that when you posess it

haughty spade
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I am trying to do just that. But even after the possess it won't let me change the pos.

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Super weird.

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My current thinking is that it has something to do with server vs client, even though it is SP.

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This very basic thing is not working.

hallow gate
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Ah that I wouldn't know, I'm a single player pleb

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Sorry

haughty spade
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this is single player though, but I have no other explanation

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it is so strange

hallow gate
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My assumption would be that you're setting it's position or overwriting it's position somewhere, but I wouldn't know

obtuse herald
haughty spade
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I have, no luck.

obtuse herald
undone surge
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how would i make 2 meshes in 1 blueprint rotate separetly ? im trying to make a sentry gun that has 2 parts the stand and the barrel but when i set focus on actor the whole thing rotates towards the player. can i make the top mesh only set focus on player and the stand stays still ?

violet wagon
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its 2 mesh components and rotating the top using BP

golden frigate
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is there a way to make it so the player doesnt push a physics object but that object is still acted upon normally by constraints?
(if you just make the mass of the object large angular motors wont work)

safe fox
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Is there a node similar to MoveComponentTo but moves the component to a world location, not to a relative location?

undone surge
violet wagon
undone surge
violet wagon
undone surge
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i see

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thank you

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i will try

brittle nacelle
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Hey guys, trying to have a sprite move to where I touch on the screen. Instead it flies off the screen. Any idea why this doesn't work?

safe fox
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SetworldLocation snaps to target.

formal prairie
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hey so i'm trying to use the node "Render Material to texture target" in a Blueprint Utility Widget, but it dosen't work the render target stays black

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I tried using in world context Editor world, Game world, or nothing, still renders black even tho my material is working fine

hallow gate
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Oh wait, nevermind, I got stuck on that one too

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Lol

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I ended up working around it

formal prairie
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how ? seems that it was easier in prior UE versions

hallow gate
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My workaround probably only works for my setup, haha

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I needed to save the render permanently while replacing the old ones, so I just ended up creating it twice and saving the permanent ones to an expanding array

violet wagon
# safe fox overtime?

oh doing it overtime would take a bit of extra work with SetWorldLocation. If you want to convert a world location to relative so you can plug it into the MoveComponentTo then try ActorLocation-WorldLocation and that should give you relative location iirc

stray halo
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Hey Guys I'm just trying to communicate my widget to an event but nothing seems to work I'm not certain what to put on the target but i've tried many things ๐Ÿ™‚

hallow gate
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"Cast to owning Blueprint" - "Get widget" - "Get Widget from" - "Cast to Widget" works for me

surreal peak
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Something of class BP_PlayerController to be precise

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You can get the owning Player and cast it

west gyro
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is there a smart way to reset the timer that's getting started by timer by event. I use it to reset my combo index after i cancel my combo. Basically a comb window so i can cancel my combo and restart it before it gets cancelled completely

hallow gate
surreal peak
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Restarting a timer happens by calling it again

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It returns you a Handle

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Which you can use to fully stop and clear the ongoing timer

west gyro
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does it rly? then im good i guess ;D

hallow gate
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Ah right, you can clear the timer

surreal peak
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If you call the set timer node again before it finishes it will restart

hallow gate
west gyro
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by handle you meen thereturn value?

surreal peak
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Yes

hallow gate
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Yeah, that'll "Clear" the timer

surreal peak
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That's an FTimerHandle (type)

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That's why I say handle

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You can also get remaining time and what not from it

west gyro
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ok let me try coming back soon ;D

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tx already for the helping info

hallow gate
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While you're here, is there a way to get a list of actors visible in a scene capture 2d without using a cone collision?

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If not, I'll just keep going with the cone method

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It feels like something you should be able to get but I've not found a way to get them

stray halo
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Thank you all for the answers ๐Ÿ’€ only took 3 hours to remember casting to Player Controller was a thing

west gyro
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so does this make sense?
I wanna reset the timer every time the cancel happens which is every time clear and invalidate timer woudl be triggered so that i get a fresh timer running everytime i do an other hit

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this is the whole auto attack combo

gentle urchin
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No

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It doesnt make sense resetting it before calling it again

west gyro
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but i want the timer to be refreshed

gentle urchin
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Also, you shouldnt go backwards with return values from nodes

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It is refreshed, when called again.

west gyro
#

so i dont need to clear it only if i comlete the whole ability

#

i guess then i need to place it on the top part after comeple ability?

gentle urchin
#

You dont need to clear it before calling it

west gyro
#

kk

gentle urchin
#

Also, have you considered notify states for combos?^^

west gyro
#

yes i already prepared that but havent rebuild it yet

#

combo and impact will be replaced buy nofiey windows that call tags

#

i mean define tags

#

then i dont need the switching anymore

vague dome
#

Would somebody be able to point me to what is failing here? Im trying to spawn a vehicle for a selected building BP via a UI button:

#

it calls the event but it does not fire in the building bp

gentle urchin
fair oak
#

where do i find the localisation dashboard for translation in unreal engine 5? also i think there is no proper channel for this

vague dome
#

I did, but i could not get it to work in my original setup, so now im just forcing it

gentle urchin
#

Yet it doesnt work :p

vague dome
#

Is there a more "Correct" way of doing it?

#

(im sure there is)

gentle urchin
#

Rpc's and whatnot

vague dome
#

yea i can take it there instead, thanks ๐Ÿ™‚

west gyro
#

Thx to @hallow gate @gentle urchin and @surreal peak its working boys ๐Ÿ˜

woven pond
#

am i missing something or can you not set a spring arm rotation y value?

wise tide
#

Can you make temporary variables in BP that don't show on the left side? I want a variable to only exist within this loop without it taking up the variables on the left.

static marsh
#

https://youtu.be/cQ4mjubIue0?t=119
anyone know why my character is stuck in T-pose?
i did everything the same way but it's just tposing. the gun is in the right place tho?
https://cdn.discordapp.com/attachments/864511860651851806/977290014146830387/unknown.png
https://cdn.discordapp.com/attachments/864511860651851806/977290173379412058/unknown.png

Join the {GDR}; Discord server and you get to watch video's early, and download my project files: https://discord.gg/dUm3ZtYDuV

Make ( FPS ) animations for Unreal Engine 4 with Blender and Mr Mannequin tools 1.4.
ADS and recoil system driven by IK and Blueprints ( no animations needed for ADS/fire/recoil ).
Mr Mannequin on Gumroad: https://bit...

โ–ถ Play video
gentle urchin
wise tide
#

I see, I will look that up. Thanks

stray halo
#

So I'm Trying to learn more about functions and so on and the only thing I'm wondering is can it be used for anything for instance right now I have one for take Damage, would I mostly use this for like a base number like xp or money or ammunition?..

drifting ferry
#

Does anyone have a workflow for updating Material Layer Parameters at Runtime (UE5)?

  • I have no problem updating Normal Global Group Material parameters at runtime through Dynamic Material Instances.

  • I am **NOT ** able to update any Layer Parameter through Dynamic Material Instances at Runtime.

--Are layer parameters even meant to be changed at Runtime?
--Is there a special node to call other than โ€œSet Scalar/Vector Parameterโ€?
--Is there a special version of the Dynamic Material Instance OR a setting Iโ€™m missing to support Layer Parameters?

rich jungle
#

I'm updating 300 actors locations and material mesh in a batch (tile based game, receiving new tile information from the server), this causes a nasty frame skip.

#

Does anyone have advice on how to avoid that?

static marsh
#

Anyone?

gentle urchin
rich jungle
#

I have 9 batches of tiles, with the intention of updating the tiles ahead of where the camera is going

#

right now they're 10x10 sets

#

so yeah, I think I could do that

#

what functions/calls/etc would you suggest for it?

#

timers?

#

delay doesn't work for obvious reasons

#

pretty newb here, I know what I want to do but not the syntax for what to call in unreal

earnest tangle
#

Timer would probably do it

#

Or do the work on tick in batches and turn tick on / off

rich jungle
#

not a killer to make an array and run a timer updating them

#

just wondered what best practice was

golden frigate
#

is there a way to detect if a "set world rotation" hits something?

vast lion
#

Trying to move some assets from one project to another. Manually copying them seems to break a lot of stuff

#

Is there a better way?

golden frigate
#

sweep results doesnt work for set world rotation, and component hit doesnt trigger either, is there another way to know if the player gets hit?

rich jungle
#

I don't know how to get it to work though ^_^ sorry

rich jungle
#

I'm not 100% sure why it's bad to do, but can you possible use an animation instead?

golden frigate
#

nope

#

door can be at any given rotation value when it starts to close

#

i fixed it by making a "shadow" door which closes at a faster rate than the door, the shadow door is invisible and generates hit events but doesnt collide with things

solid zenith
#

Why does InputAction Running on released doesnt change boolean back to false? Tried printing words same thing, looks like nothing gets executed on release why tho

gleaming pawn
#

Hello i apologize if this is the wrong place to ask . Im new here. I purchased some FPS arm assets on the unreal marketplace and i was wondering how i can use them. If anyone can point me in the right direction that would be great! I have gone through some udemy courses and youtube tutorials but still a bit confused on how to use skeletal mesh / animations / animation montage that came with the assets.

zealous moth
#

@trim matrix did it work out?

trim matrix
zealous moth
#

the packaging

#

yeah

trim matrix
#

Its running now

zealous moth
#

big project?

#

lol

trim matrix
#

Kinda

#

has alot of cool assets

zealous moth
zealous moth
trim matrix
#

high quality assets

zealous moth
zealous moth
solid zenith
#

actual shift key node works

#

actioninput doesnt

zealous moth
#

show the settings > input

#

probably your problem

solid zenith
zealous moth
#

unclick "shift" checkbox

#

because you are making it require a double shift

#

which makes no sense

solid zenith
#

aa

#

thx

zealous moth
#

try it first, then thank me ๐Ÿ˜„

solid zenith
#

I tried before u said

#

didnt thought before

#

lol

trim matrix
eternal needle
#

I'm kind of having a bit of a headache here. I'm new to Unreal Engine and creating games as a whole. Trying to follow some youtube videos for some kind of basic knowledge but I've come across a block.

Namely; I'm starting to work on U.I , but I don't know if I've come across a bug or something but I'm not getting the inner rectangle that's meant to be the player reference; that and when I try to drag in a Progress Bar; it just becomes a huge pure white box that I can't manipulate. Any ideas on what I'm doing wrong?

#

Screenshot for visual aid on what I mean

maiden wadi
thin panther
eternal needle
eternal needle
golden frigate
#

rest rotation is the starting rotation of hte blueprint,
im trying to lerp current rotation to rest, which works but for some starting rotations it bugs out, any suggestions?

finite island
#

Hello

sacred summit
plucky plank
#

Hey, can someone direct me in the right direction here? I'm looking to setup a custom movement mode for my character is blueprint. Where can I find a resource to explain how to do so?

mental trellis
#

You want to completely replace the character movement component?

#

Or just modify it?

plucky plank
#

Ideally I just want to add a custom movement mode

#

Since the way my character moves is strange I feel it might be a better solution to define a custom movement mode so that it can interact with the pawn more naturally

#

I just am lacking the understanding how I can define it

desert juniper
#

not a node

plucky plank
#

I want to define this custom mode

desert juniper
#

ah don't have the editor in front of me, but it'd be in project settings.
unless someone else chimes in google something like
'UE creating new movement modes'

plucky plank
#

ah, that may be why I havent gotten many results

#

thank you

desert juniper
#

also ๐Ÿคฆโ€โ™‚๏ธ you said mode, not node. i need my second cup of coffee

plucky plank
#

is there a way I can view the existing movement modes somehow so I can base my new one one of the pre-defined ones?

sacred summit
#

Why can't I turn on the stream?

plucky plank
#

message manny

#

with !stream

sacred summit
#

manny?

plucky plank
#

the bot

sacred summit
#

what should he write?

plucky plank
#

message him !stream

sacred summit
#

ou are not eligible for streaming until May 27, 2022, 5:44 PM UTC.

#

(((

#

This is bad

pine trellis
#

does anyone have a fix for the editor screen flickering problem?

#

I seen some fixes online but noting works

stray halo
#

what is this node called?

hearty barn
#

add lol

stray halo
#

OH

#

lmao

hearty barn
#

xD no worries I've done that before lol

thin panther
thin panther
mossy mist
#

how can i fetch a bones tail location in unreal engine?

#

in blender every bone has a tail which has a location

#

is this able to be fetched from an animation blueprint or control rig?

hearty barn
#

anyone know how to use an up vector to offset a look at rotations pitch? I'm trying to get a missile to look at a target but the default look at rotation is looking at it from the side not the top

fading oyster
#

Hey guys, Im trying to call a interface on both a weapon actor and a mounted weapon pawn, what can I use for the target on the interface?

#

I tried using an object, it did not work and I don't know what will.

mental trellis
#

If you've implemented the interface on your weapon actor and your weapon pawn

fading oyster
#

Yessir

mental trellis
#

Then you supply the weapon actor or pawn as the target

fading oyster
#

For some reason, when I give it the weapon pawn it returns null

#

Because its an actor refrence, I assume pawn inherits from Actor right?

mental trellis
#

What returns null?

#

It does.

fading oyster
#

Oh ok, now that I am sure it is a child of it let me try to find out why it wouldn't return

mental trellis
# fading oyster Yessir

I'm so glad you're asking about interfaces and seem to actually understand them. It helps!

fading oyster
mental trellis
#

How do you know it returns null?

fading oyster
#

Basically it isn't valid

fading oyster
fading oyster
stray halo
#

how would you set an process for holding a keybind instead of 1 press

fading oyster
#

wdym?

tawdry surge
#

Depends what for

fading oyster
#

yeah ^^

stray halo
#

so If im holding shift it would slowly drain stamina

mental trellis
fading oyster
# fading oyster

@mental trellis im dumb btw, for some odd reason even though the is valid returns true somehow the pawn refrence is not valid??? ๐Ÿ˜„

tawdry surge
#

Timer or timeline

fading oyster
fading oyster
fading oyster
tawdry surge
#

Start on press, stop or invalidate on release

fading oyster
#

You can use tick, timer,

#

A lot of cases

fading oyster
#

I fixed it, just dumb ashl

tawdry surge
#

Pro move is to piggy back off an axis input and handle it with a bool and a branch

fading oyster
#

Yeah, there is a shit ton of ways to do it

mental trellis
#

Don't beat yourself up. You successfully identified a bug, tracked it down the problem and fixed it.

#

That already puts you above 90% of coders ๐Ÿ˜„

fading oyster
mental trellis
#

Np

barren relic
#

So I imported a Blender model using SendtoUnreal, and in unreal, the swords they had in blender are no longer attached to the model. How can I reattach them without it affecting the animations?

#

Not sure if im supposed to do it in blueprints or the skeleton tree so im asking here

zealous moth
#

@tawdry surge compare macro ftw

stray halo
#

i swear just got into game dev and its just constant problem solving ๐Ÿ’€

tawdry surge
#

Yeah.. Basically

serene bramble
#

With the "hit actor" output of a line trace, can I find out what I hit?

#

I know it can be either an "InteractiveItem" actor or a "NPC" actor but I want to run different blueprints depending on which was hit

tawdry surge
#

Look up blueprint Interfaces

#

Or event dispatchers, but interface sounds like a better fit here

forest timber
#

Hey I had a basic question, how many tick events, actors with ticks, etc can normally run without major fps loss? Am curious on the performance and such

tawdry surge
#

Alot, but the objective isn't usually to push it.
If it doesn't need to tick then it shouldn't

thin panther
#

welcome to gamedev

serene bramble
#

Hmm...

#

How do I find a switch for that type

tawdry surge
#

Select?

#

Don't think there's a switch on class node

serene bramble
#

I found a forum post doing this, that ok?

tawdry surge
#

Should be fine

spark steppe
#

well, when you rename a class then it will break

#

i wouldn't recommend that solution, neither use it for my own

serene bramble
#

Okay

spark steppe
#

that's definitely not good practice

serene bramble
#

Also is there any replacement for get all actors with tag that also includes characters?

tawdry surge
#

It already includes characters

serene bramble
#

Oh okay

#

Ah I see my issue. My line trace isn't hitting my NPC. Why could that be?

tawdry surge
#

If you're tracing visibility then it's probably being ignored by the npc

serene bramble
#

I am, yeah

#

Should I use camera instead?

tawdry surge
#

That or change the collision settings of the npc capsule

serene bramble
#

Use case is when you're looking at a NPC or item (aligning with the crosshair in the middle of the screen) you can hit E to interact, so

#

I'll try changing to camera

#

Changing to camera worked

tawdry surge
#

And I'm gonna suggest again that you look into interfaces rather then the "switch on string" work around you have

serene bramble
#

I will look into it

#

This is just a prototype right now

spark steppe
#

alternative is to make a common parent class which has stubs for the necessary method

#

such thing as prototype doesnt exist in software (well in c++ it does :P)

icy dragon
serene bramble
#

Any tips on making my NPC stand normal?

thin panther
#

Animations

forest timber
#

lol\

barren relic
#

I plan to have more than one character, is it okay to have a second character be a child of the first

mental imp
#

hey can someone help me out with my code over vc or something

#

im frusterated as hell

#

im on unreal engine 5

thin panther
thin panther
thin panther
#

By blank i mean have your general character code there, just no meshes etc

barren relic
#

๐Ÿ‘Œ

foggy mulch
#

is it possible to save an object variable using blueprints and unreals built in save system?

spark steppe
#

no

tight schooner
#

Object references are just pointers to a spawned thing, and not the thing itself

#

Once the world is destroyed (lol) the reference no longer works

#

There are fancy save systems on the UE marketplace. Can't vouch for them personally but they're there.

lusty epoch
#

How do I Castto an Actor BP inside a Widget>

potent laurel
#

have you set the actor as a variable in the widget? @lusty epoch

#

or the parent class

#

need more info

opaque acorn
#

How do reuse a timeline? If i copy past, it makes a new timeline with new name. I tried using get timeline then using get current playback position but it's not working

stray halo
#

How can you set up a way to disable a key input with blueprints?

barren relic
#

did you mean a specific key

potent laurel
stray halo
potent laurel
#

just drag and drop it from the component list

barren relic
potent laurel
#

you could also create the input as an event

#

so input event (key)

#

end then on details tab untick (or tick) consume input iirc

#

if you only want to disable a specific key

stray halo
#

@potent laurel I'm not sure exactly what you mean. Being a visual learner sure has its downfalls ๐Ÿ’€

potent laurel
#

sure does, i can only learn visually too

#

cant do text coding lol

#

umm 2 secons

#

il load ue5 and check it has it

stray halo
potent laurel
#

yes

#

now highlight it

#

and in details tab there are some checkboxes(bools)

#

im sure if you play around with them you can get what you want

#

consume input iirc and something like override parent binding

stray halo
potent laurel
#

ok, well was just a suggestion anyhow, not entirely sure if it will work flawlesly

#

go with what you know

serene bramble
#

How would I make a little system that shows toasts/prompts that auto hide in the corner of my game? Like, I can show a toast "item picked up" when you pick up an item, that disappears in say 2 seconds. Couldn't find anything by googling

potent laurel
#

userwidget

#

?

serene bramble
#

Not sure how to actually implement it though

potent laurel
#

then on event contruct inside the widget, you could do a delay function from that. then going to a remove parent function

#

umm if you youtube ue4 userwidgets. it will explain alot easier than someone writing here lol

serene bramble
#

I think I get what you mean

#

Is there a "delay" widget that doesn't block current code from continuing?

wooden sonnet
#

Hi, having a bit of a hassle trying to use binary literals in blueprints, is there any specific variable type unreal blueprints need to use literals like 0b101 (for example how can I say ||((7 & 0b101) == 0b101)|| and have it equate to true.)

stray halo
serene bramble
#

Uh why can't I use a "delay" widget in a function?

potent laurel
#

@stray halo do you want to disable just 1 key?

#

or is like all ok

wooden sonnet
potent laurel
#

and is the key binded to an event?

#

like "Run"

wooden sonnet
serene bramble
#

Okay

stray halo
potent laurel
#

so you want to make a bool, called "CanRun"

#

for example

opaque acorn
#

I have made a timeline to control the intensity of light. First, I tired to copy-past the timeline named: scale intensity mult but it created a new time instead so I though of using the functions that comes with timeline- ---playfrom start and get playback position. I used event tick to check if timeline was playing and function IsPlaying and it was true. Also, I pluged Get Playback Position and it was also working. BUT when I pluged the output exec pin from function Playfrom start it did not update. It seems only the update pin of the mother timeline node (yellow node) has the authority to change .
Is it ture?

on the next pic you can see even if when the update pin of yellow timeline node is pluged the effect is working

brazen pike
brazen pike
#

If you play the second one, it will do the same thing as the first

opaque acorn
#

ty for confirming that a new time will be created

#

So why do you need two timelines?
@brazen pike
Why the playfrm start node not working??

#

If it works then i dont need to create new timeline. I could "reuse" the same

brazen pike
opaque acorn
#

It stop the time lerp which the update pin does

#

It means its not doing the same top as the update pin which i believe a bug

#

Can u check it from ur side

brazen pike
#

Could you show the rest of the blueprint either through a screenshot or blueprintue.com ?

opaque acorn
#

Look at the second pic

#

The update node is connected and it still working

#

But the node from plyfrm start not doing

#

I can share a part of code

brazen pike
#

What happens if you don't use those other nodes to do with the timeline? (play from start, get playback position, etc) and you just plug it directly into play from start on the timeline

opaque acorn
#

Play from start do not change the value with time

#

Only the yellow time line node is working
Only get playback position working

#

But the node which is solo plyfrm start not working

brazen pike
elfin wolf
#

you could remove like half of those nodes and do the same thing?

opaque acorn
#

That's what I want you to use
@brazen pike
So the function plyfrm start is bugged?

#

you could remove like half of those nodes and do the same thing?
@elfin wolf
Which nodes u mean

brazen pike
elfin wolf
#

^

opaque acorn
#

I know you want me to use the default yellow timeline node , i told above its fully wrking only thing bad is TO reuse the timeline unreal making new timeline, there is no way i can reuse.
This is why i thought using those function which SUPPOSED to do the same

#

More werird is why get playback working but plyfrm start not as both inside timeline cpp

brazen pike
opaque acorn
#

I searched but failed

#

Cn u shw eg?

brazen pike
#

I don't know what you're trying to do. If you mean copy-paste the timeline to use somewhere else, then it should work so you need to tell me how it isn't working. If you mean executing the same timeline node more than once , then its the same thing where you need to show how it isn't working so we can help you

opaque acorn
# brazen pike I don't know what you're trying to do. If you mean copy-paste the timeline to us...

logic is simple it just set intensity of a point light when my trace sphere overlaps with the actor which is point light. at overlapping end I have to use the timeline but when I CTRL+C and CTRL+V it makes a new timeline of same value. Now I went to component list there was this timeline. I draged and GET it in the graph then found there are solo functions like set rate, get playbck position. I used magic node to double click and found these functions are from timeline cpp so like THIS yellow timeline node is made of those solo functions. I test with a event tick if the get plybck position works or not and it did. so it confirmed that those functions can work if I GET the timeline (in my case testtimeline) and plug it in the target.
I would do same for Plyfrm Start. this give me a option to create a marco or function which is our team wants for repetitive task
Hope that explains

brazen pike
soft peak
#

while i set up two player like that;:

#

how can i know inside an third_person class which player it is?

#

like "get current player index" or so

opaque acorn
#

Oh I think I get it. You're trying to get timeline functionality to work in a macro/function?
@brazen pike
Yes i have madw ready nodes for you

#

Tell me i will send you pictures

#

But im pretty sure that node play frm start not working

#

Same with normal play node

#

I put timeline as target

brazen pike
opaque acorn
#

So anywya to use timeline just like a variable??

#

Can you test from ur end

#

If those nodes buged if so epic should know

brazen pike
#

I don't know how it works. Someone else who knows might be able to help you

opaque acorn
#

๐Ÿ˜•

sharp rapids
#

I tried playing around with Control Rig in 4.26, and it seems there is no 'Pose Cache' in it?
Is Pose Cache a UE5 only feature?

spark steppe
#

isn't pose cache an AnimationBP feature?

sharp rapids
#

my bad, I always forget that channels other than #blueprint and #lounge exist ๐Ÿ˜…

sharp rapids
zealous fog
#

Im getting this error:

#

Blueprint Runtime Error: "Accessed None trying to read property Temp_object_Variable". Blueprint: W_StationScreen Function: Execute Ubergraph W Station Screen Graph: EventGraph Node: SetText (Text)

#

What is Temp_object_variable?

elfin wolf
zealous fog
#

Oh I see whats happening now

zealous fog
grave venture
#

Hi, I used line trace for the interaction with the [Key, Door, Pickups, etc] But can't seem to figure out how to set that there was a widget showing for example Press E to pick up when looking at the item.
I tried doing it by copying all this into the event tick and adding the widget and viewport. but that caused another problem: Mainly if I didnโ€™t โ€œDestroy the actorโ€ then the message would persist, for example: The door was open, and [ [Press E to interact] was still showing when looking at it

elfin wolf
grave venture
#

I want to be able for the widget to appear when looking at it.

#

and only when looking at it

#

For now the code is going with the Interact interface and Pressing the key, and checks if it's an interactable item

#

But only when pressing the item. It's simple to set up the widget, when there's a key and you pick it up the logo appears when u use the key it disappears

#

But I want the checker (Line trace) to be linked to the camera so it could prompt a widget

elfin wolf
#

this is my code that makes the "Press blah blah to interact" text appear on my screen, its connected to an event tick

gentle urchin
elfin wolf
#

or a 0.05 delay if you want to *o p t i m i z e *

grave venture
#

Yeah I had the similar code written, (or i'm not understanding yours fully ๐Ÿ˜„ )
The problem was that on the tick if the door was already open (if was already interacted with) It would still display press E

#

I want to make a code that will be the most flexible

elfin wolf
#

I see, then it gets a lot more complicated

maiden wadi
#

Not really. It's a single interface event. CanInteractWithObject

grave venture
#

Elaborate bit more please ๐Ÿ˜„

#

I'm quite new to all this

maiden wadi
#

Return true by default, return false on an open door, don't show the widget if that returns false.

#

To be more thorough. You have an Interact event there in an interface. Add a new function to that interface that returns a boolean. Name it similar to CanInteractWithObject. Set the default return to true. Then go into your door an implement that. Use the state of your door to determine if it's open or not. If it's open, return false, if it's not return true. Call that function where you're displaying the widget and only show the widget if it's true. After that when you have a closed door it will show the widget, once the door is open it will not display it.

grave venture
#

THANK YOU

#

I'll try it out, that was the missing puzzle in my brain ๐Ÿ˜„

maiden wadi
#

Oh. Just double checked. You'll have to reverse the logic. I forget blueprint doesn't allow default return. So it'll return false by default. True if you want to not show the widget.

soft peak
#

currently i have two players
both uses "BP_thrdpersoncharacter"

#

this is what happend when i press "E"

#

NOW
in the anim_bp, i will react to it like that:

#

but when i press "e", both players react to "e"
MY QUESTION:
how can i differentiate which player should play that animation?

mental trellis
#

Check the player state? Might have an index on there. Or get the index of the player state in the gamestate playerstate array

dark crow
#

Is this splitscreen or actual multi?

soft peak
#

no actually just one screen

maiden wadi
#

You just set the state in the character who's controller processed the input.

soft peak
#

the player state should where be checked?

#

also how should i tell animbp to play anim for only player X

maiden wadi
#

Is this two characters controlled by one person. Or split screen?

#

Like two people playing on same screen(Not literal split screen)

soft peak
#

obe cam, 2 player, both use keyboards

#

one cam

#

the same keyboard

maiden wadi
#

Same keys, or one person uses different keys?

soft peak
#

different keys is the plan

maiden wadi
#

Then one key will set the state for one character, the other key will set the state for that character. How you handle that is up to your game framework. If you use a single controller then you'll need to carefully track which character is meant for which key. If you use multiple controllers and a literal second player on the same machine, then your controller class will need to differentiate key presses. Not sure which way is really cleaner or easier.

#

I'd almost recommend two controllers just for possession reasons. The characters themselves can have inputs and controllers can just possess. You can even use the same events maybe. I know that UE5 at least is supposed to have some new input stuff that makes swapping key sets really easy.

soft peak
#

uf...to make things less complicated, i try to use the same BP_thirdpersoncharacter, so this means
in the eventgraph i should set the state for "player1" for example?

maiden wadi
#

I wasn't meaning to use different character classes. Same class, even same strafe events. Just need to find a way to only make like arrow keys work on player 2, and WASD work on player 1 but still call the same strafe. Which would play differently in two different instances.

soft peak
#

nice, but so i dont get the "set player state" thing ๐Ÿ˜„
how am i supposed to use this? (i did not find any node like that called )

#

very sry, very new to this all

vague birch
#

Hello, anyone got tips on comparing vectors? I got a radial linetrace that targets pawns and picks up their current location storing it as an array (Not sure if storing the array in the end is necessary). How should I go about comparing their position relative to the players, whom the linetrace is fired from?

brittle garnet
#

Depends. What do you want to compare on? ๐Ÿ™‚

wraith finch
#

quick question. i got an actor and a player. how do i make the actor rotate towards the player at all times?

elfin wolf
vague birch
#

I'm looking to check for nearest enemy and single that value out

maiden wadi
naive stag
#

Hey, im trying to make character to be 'locked' to camera. So pretty much your mesh will face any direction your camera phases. Here is my code, but the problem is that in game it always faces to the right instead of straight. Please Help.

brittle garnet
#

RInterTo is optional, but it makes the rotation gradual instead of instant.

#

Useful if the actor is something that has a concept of rotation rate, e.g. tank turret.

wraith finch
tawdry surge
#

@naive stag just check the "use control yaw" box in the class defaults

eager field
#

Hi, I want to make a pathfinging system for the player character to find the path to a particular location, I want to show arrows make a path that leads the player to the desired location, I have no clue on how to start making this so are there any easy ways to do this

naive stag
#

this?

brittle garnet
brazen pike
# naive stag rewrote it a bit

I've actually had this issue a bunch of times, Ive always just done -90 to manually fix it. Ping me if you figure it out?

naive stag
modern lintel
#

Hello! I'am following a tutorial and I'am stuck on a part when you have to use integer - integer node which i can't seem to find

vague birch
eager field
brazen pike
#

I could just be missing something so you could try X

tawdry surge
#

@naive stag is orient rotation to movement checked on the cmc?

brazen pike
#

Although this is a character, so I get the feelings it's very different

vague birch
naive stag
tawdry surge
#

If orient rotation to movement is false and use control yaw is true then the player rotation should follow the camera view without any additional code

brittle garnet
modern lintel
#

Hello! I'am following a tutorial and I'am stuck on a part when you have to use integer - integer node which i can't seem to find

naive stag
eager field
tawdry surge
#

There is a check box in the details panel of the character movement component named "orient rotation to movement"
Make sure that is false(unchecked)

naive stag
tawdry surge
#

That's very weird. 100% should lock the mesh to the camera rotation

vague birch
brittle garnet
naive stag
#

i am a giga brain

#

optimised it a bit

#

it works perfectly

tawdry surge
#

Optimized would be getting it to work with the check boxes. Rightnow you're running all that extra logic to undo the character's settings

cyan bone
#

Isnt this supposed to print 4,3,2,1,0 ?

#

Its not printing anything

mental trellis
#

No, it will always go +1 not -1

#

So it's starting at 4, seeing that 4 is above 0 and then instantly exiting

gentle urchin
#

And if not, its a quick macro to make

mental trellis
#

Or just do 0->4 and then do 4 - value

cyan bone
mental trellis
#

You know it's going to print them all instantly, right?

#

With no break in between?

cyan bone
untold fossil
#

Hello. I would like to have around 100 ish enemies with skeletal meshes moving around randomly and attacking the player when he gets close. Problem is I've tried several approaches but as soon as I do something on tick like use set actor location it costs a lot of performance and my FPS just gets destroyed. How is this usually done? I don't want advanced AI or anything complex. Just very simple random walking around and attacking, that's it. What is the most efficient way to do this?

spark steppe
#

AI

untold fossil
#

Doesn't AI also use tick?

tawdry surge
#

Behavior tree and tasks
Quick start guide covers this exact thing minus attacks

untold fossil
#

And behavior trees and AI is cheaper than using tick in an actor?

tawdry surge
#

Character movement uses tick already

#

Animations use tick too

spark steppe
#

you probably do stupid things on tick

untold fossil
#

Currently my enemies aren't characters though, they are simple actors with a self made move to using set actor location on tick and a random direction vector every 10 ish seconds

spark steppe
#

it's not just moving, right?

untold fossil
#

it is

spark steppe
#

how do they detect that the player is close?

untold fossil
#

I've tried even with removing skeleton, just empty actor with set actor location on tick and with 100 of them it lags

#

they don't yet

#

I haven't even started on that

#

If I unplug the set actor location FPS is back

#

but as soon as I plug into set actor location FPS is destroyed

spark steppe
#

well you should profile, i somehow doubt that your tick event is causing the fps drop

#

if you only change the location

untold fossil
#

hmmm k I will

#

So it's not normal that I get such low fps with only set actor location?

spark steppe
#

no

tawdry surge
#

Same. I can get way more than 100 pawns moving around without issues

untold fossil
#

Ok ill do some profiling

spark steppe
#

do you use virtual shadow maps + lumen?

#

anyways, profile and it should tell you what takes how much cpu/gpu time

crimson swan
#

hey guys, i know this is more of a c++ question but do any of you know any way to have a data table control a column of another data table?

#

so say i have an item types data table (sword,shield,armor etc) and another data table to make the items themselves which would have that list

amber hill
#

Hey guys,

Anyone have any resource to get started on with AI behavior tree for an RTS style of gameplay?

pearl moth
#

is there a node which could connect to a single node?
I mean, for example


Event BeginPlay ---- (node which allows to connect"Event BeginPlay" to other stuff) --> Construct NONE (class: someClassIdk1)
                       |
                       |
                       |
                       โ†“
                    Construct NONE (class: someClassIdk2)
earnest tangle
#

Sequence?

pearl moth
trim whale
#

Does anyone know how to apply a โ€œliftโ€ to the final render output in UE4?

In post processing, I can apply a โ€œScene Tintโ€ which multiplies the final RGB values by a number. But I want to add a constant value.

Is there a way to add a fixed constant to the final render output?

earnest tangle
pearl moth
#

I want to connect the event to other stuff

earnest tangle
#

what "other stuff"?

earnest tangle
#

the white exec pins can only connect to one thing at a time

#

you can either use a Sequence node to connect more than one thing off one exec pin, or chain them as you have done in your screenshot

tight schooner
earnest tangle
#

Yep

pearl moth
#

I'll try, ty just in case

earnest tangle
#

Note that these will still run in order - the chain connected from Then 0 will run first, then the next Then 1, and so on

fallow bluff
#

When I run, I can see the correct timespan in logs (coming from Electra plugin apparently)

LogElectraPlayerPlugin: [00000ABD3CB0F340] IMediaControls::Seek() to +00:02:44.721
LogElectraPlayerPlugin: [00000ABD3CB0F340] IMediaControls::Seek() to +00:02:51.765
...
LogElectraPlayerPlugin: [00000ABD3CB0F340] IMediaControls::Seek() to +00:03:41.367```
fallow bluff
#

I'm sure media is opened (IsReady = true with BindEventMediaOpened)
I see the correct timespan log
But it's still just black screen, any ideas?

boreal sapphire
#

Hey guys, I'm just trying to create an invisible barrier that blocks only the player, however AI should be allowed to pass it, Any suggestions?
The idea at the top of my head is a one way wall but i'm not certain

hard creek
#

You could add a new object type under engine collision. Add a collision sphere on your player that ignores everything but is set to that object type. Then for your one way wall it's a collision box that is set to ignore everything but block the new object type.

#

I think that'll work? Might have to set Collision Enabled to Physics Only, not entirely sure

tight pollen
#

Hi everyone

boreal sapphire
tight pollen
#

What "Absolute" does in Open Level By Name

cyan bone
#

I need to add 1000 sphere collisions at some point in my game. Is the box collision more performant/less expensive?

elfin wolf
tight schooner
elfin wolf
#

twins

cyan bone
#

but its only distance calculation if sphere collision

elfin wolf
#

always used to think that too

maiden wadi
#

Collisions performance is also negated by not moving all objects at once. Doesn't really matter so much how many you have if only a few are checked each frame.

cyan bone
#

Because im adding collisions just to check if i can send a unit to a place. So its add collision, line trace, then delete collision and send unit there.

maiden wadi
#

Depends. The call to add them will cost. Creation plus initialization functions. Once done though, you shouldn't see a lot of performance hit afterwards unless they're moving or things are moving into them.

naive stag
#

Can someone tell me where the error comes from?

#

in game it works perfectly, but as soon as I go out of it. It shows me this error

elfin wolf
#

or atleast it didnt for a split second

naive stag
#

Alr thanks

#

ill try fixing it

earnest tangle
#

Blueprint more or less treats all variables as public

#

That might be why it isn't available anymore

soft peak
#

i have a CameraActor, how can i get a reference inside an CharacterBP?
i tried to use "cast to MainCam"
but i am missing the wildcard

#

what am i supposed to input in the wildcard?

mental trellis
#

You need a reference to your camera.

#

It isn't just going to magically appear on your character!

soft peak
#

so, i thought that, but how can i do that?

#

i mean i placed the camactor in the level, but i cant drag it into the characterbp ๐Ÿ˜„

#

via tags?

mental trellis
#

On BeginPlay you could do "Get all actors of class" and save it to a variable on your bp

#

That's generally bad, though. A more concise solution would probably be to use a custom world settings and set your main camera there and then access that from yoru character bp

soft peak
#

ah did not know bout that thanks

#

so "Get all actors of class" returns an array of actors

mental trellis
#

If you have 1 "Main Cam" in your level, it will be the first element of that array.

cyan bone
#

Im trying to see if my group of units can reach a target. For that, im spawning a sphere collision in my actor group of units in the target i want to move to, and then a line by channel, to see if i can reach it or if something is on the way. But that hits my own self, my group of units actor.
If i use ignore self. Then it will ignore my own target collision. How do i solve this dillema?

dawn trellis
cyan bone
dawn trellis
#

project settings, physics, if i recall correctly

cyan bone
dawn trellis
cyan bone
#

I mean, are they this expensive? Or im doing something else wrong?

dawn trellis
#

they can be

#

depends on how you spawn them tho. but you should definitely do some custom trace channels in your case

#

i think you can add up to 32 custom ones

#

i have one project with a lot of bullet tracing and grenades as well, i have like 7 custom ones there. it makes tracing really efficient and easy

tight schooner
#

Are the spheres all moving around on top of a complex collision surface? I don't think just adding spherical colliders to the level should drain perf on its own...

#

There might be some stat console commands to do at-a-glance profiling

#

for physics

cyan bone
cyan bone
tight schooner
#

Yeah funnily enough debug lines and shapes drain perf

#

Turn that stuff off and "play as standalone" to get a better read on perf

#

Debug shapes and "stat" overlays (the ones that draw big tables) can affect things, and BP performance is way worse in PIE mode

cyan bone
# dawn trellis depends on how you spawn them tho. but you should definitely do some custom trac...

https://www.youtube.com/watch?v=QQvHZLB4CTU
Only found this tutorial. I thought you were referring to trace by profile. Which seems that it could also help.

Part two of the quick how to's on collision channels. Here I talk about setting up two custom collision channels and set objects in the scene to have varying responses to them.

โ–ถ Play video
mild crow
#

Hey, I'm having issues with my floating pawn movement component - simplemovetolocation doesn't respond to any acceleration/deceleration value changes

west gyro
#

Hi Guy,
I'm trying to create a charged Attack that is using the same button as my AutoAttack-Combo "Ability" using InputMapping to define inputs and thresholds.

AA-Combo is using LeftMouse Down to trigger the 4 seperated swings (works)
ChargedUp should be triggered by **holding **LeftMouse (works)
**Releasing **the LeftMouse isn't giving me the second input that i need to trigger Charged Attack.
v1 is using one input trigger, and the idea is to do the math in the bp is self and fire a custom event after release.
v2 is using 2 input triggers but after release I don't get the second input ... soo not working as I wish ๐Ÿ˜ฌ

Is there a way to get this second input after releasing the hold? Ideally I would like to hold the ChargedUp animation as long as i wish/or fire at max. Or even be able to cancel the charge up by releasing and firing the ChargedAttack in any given moment. I just wanna be controlling the moment exactly.

Here my mapping and the Ability BP i have so far.

I also tryed to play around with the "WasInputKeyJustReleased" Node and creating an custom event for that but its just an boolean and not an order so i somehow how have to get the moment when i release to fired the second part of the charged attack. The moment i arrive at the** retriggerable delay** node im still pressing so it will always take B (animation duration)

I rly could use a hint. how to get the release input or how to get a second input on release in the first place ๐Ÿ˜…

fluid burrow
#

Hi folks, I have a blueprint actor that causes a simple animation. It runs fine in the PIE but when trying to trigger the BP actor from the sequencer, the animation never runs. I've tried creating a custom event and binding the keyframe in the event trigger to it but no luck. Any tips? Or is there a better place to ask?

#

This is the bp

#

OIh i see theres a cinematic channel

#

disregard thanks

stray halo
#

anyone else ever make good functioning blueprints then you take a look at it all and then you just don't understand it anymore and you have to keep rereading it ๐Ÿ˜‚

molten kestrel
#

if I've got a collection of a ton of collectible cards that I'm trying to show in a card browser, should I be worrying about lazy loading those somehow?

tight schooner
tight schooner
wooden sonnet
#

Hi, I was wondering how can you make a bitmask through an integer, comparing bitmasks seem to work however when I want to recreate a bitmask with variables it doesn't work.
Any advice for how I can make the bitmask with my enum choice (or other variables).

wooden sonnet
rich jungle
#

Doing UI stuff: Is there an issue with binding directly to a variable? Is it only the "bind function" that causes issues?

mild crow
#

Hey, I'm having issues with my floating pawn movement component - simplemovetolocation doesn't respond to any acceleration/deceleration value changes

zealous moth
#

@mild crow what does work and what doesnt?

#

@rich jungle I did a test Achile back and max you can bind 30 something before you get fps issues

rich jungle
#

neat, thanks :)

zealous moth
#

@west gyro when you hold down turn on a timer that counts and when you release check the counter. If it made it past a threshold do the chaarge attack

trim matrix
#

hello, im trying to follow some instructions but i have problem understanding how i can make a green function that targets a component, when i get the function, i get a blue blueprint function

wicked osprey
#

Hi guys, I wanted to ask you how I can get the rotation of my object relative to its own direction (for example, get the rotation of a weapon relative to its muzzle, or a flashlight relative to a light bulb, etc., and not the usual actor location)

trim matrix
#

in short, how can i make this blue function to be green function?

lavish nest
wooden sonnet
trim matrix
#

omg finally, ooook so its called purecast and only needed a check

#

i see

#

thank you guys

mild crow
cyan bone
#

I need to make delays inside a function just to debug. How do i do this? Its so bad to have to collapse it so i can add delay, and see exactly what's happening. Please help, is this possible?

mental trellis
#

You collapse to a function, or expand from it.

past wyvern
#

Can't just add breakpoints?

wicked osprey
#

Guys, how I can get mesh size in blueprint?

zealous moth
#

@trim matrix when you select or go into your function you can make it pure

#

@wicked osprey get bounds

trim matrix
wicked osprey
zealous moth
#

Cannot recall try them out

west gyro
# zealous moth <@193433509342216199> when you hold down turn on a timer that counts and when yo...

Hi @zealous moth thank you for your reply.
I found a dirty solution in the mean time. But I would also like to test yours since it doesn't include a tick event ๐Ÿ˜…
I'm fairly new to visual scripting and have no programming background. If you have a little example or more detailed explanation I would rly appreciate it.

I think I understand the idea/method but have no rly a clue how to achieve it ;D

To make it clear ... I start a timer when my ability gets activated and stop the timer when i releasing the key. Then i have a time and if this time is bigger then my threshold i fire of an event? But now I'm left with only the gatekeeper how do i open the gate? I still have to constantly check if I'm still holding it pressed. (i cant use the action input with pressed and released, not working in abilities at least I'm not able to pull it of)

tight schooner
#

Delays in functions aren't possible; at best you can Set Timer By Function/Event, but for debugging you should try breakpoints

tight schooner
#

On button released, clear and invalidate timer

#

for example

west gyro
#

but wouldnt this fire after 1 sec in every case?

tight schooner
#

yyyyeah... I'm not clear on exactly what you want

west gyro
#

i wont to able to hold and or release at any moment

tight schooner
#

I mean if you release then hold again it resets the timer

#

until you've properly held for a full, unbroken second

#

and only then it does the charge attack event

west gyro
#

sec pm you my what i so far perhaps its then easyier to explain ;D

#

this is my dirty way to check if released to then fire at any time

#

or to hold till released

#

on the bottom you see the event tick checking for the release

tight schooner
#

Yeah sorry idk much about tracking mouse clicks. Using UE's control mapping system (Project Settings --> Inputs) is easier cuz it gives you events that have pressed/released pins

#

so you don't have to check state on tick

#

if there's a way you can get that for mouse buttons, you should use it

west gyro
#

i can get it from this input yes but itsnot working ;/

#

perhaps with this?

tight schooner
#

that said I couldn't tell you how to use it, sorry

#

a little googling shows that there are these events for mouse clicks, lol

#

@west gyro

#

checking state of "digital" inputs on tick is considered bad practice... there's usually a way to make it event-driven

west gyro
#

yeah i would also prefer that method ;D but so far i managed to achieve this ;D now ihave to find a cleaner way i guess

#

the thing is I have input mapping in play with all my abilities, sprint jump dash. My auto-attack is also using left mouse/X (x-box) so i can't just use a function in this situation. What if i want to change the buttons. this would be rly messy.

sudden zephyr
#

Anyone here a bit familiar with IK in unreal?
Basically I got a bone (target) that moves around and 2 connect bones that should follow that target with IK. Easy done in blender, PITA in unreal, just can't figure it out. T.T

tight schooner
sudden zephyr
#

Tried, nobody answered, hoped someone might help here. T.T

west gyro
sudden zephyr
#

Been dead over there for 2-3 hours rn. xDDD

west gyro
#

do they have constrains? to each other?